Concept of a new type Champion - The Conjurer

Kaffee mit Milch·1/6/2016, 4:40:57 AM·3 votes·595 views

Conjurer

A conjurer is mage that perform magic by drawing rune glyph on the ground and then channel energy to activate the glyph. He is an energy based champion, focus on ability power. The Conjurer has low cooldown with the expense of complicated spell cast. Because the conjurer has complicated spell cast steps, the spell cast steps created a meaningful gate between ability uses.

Before introducing the unique spell cast I would starts with Conjurer’s passive ability first as his passive ability serve as both bonus and punishment that affects game play.

Passive ability: Mage Captain

When a Glyph is planned, the Conjurer is able to walk through selected type of unites at the expenses of reducing movement speed.

1 glyph planned: 10% movement speed reduced, can walk through ally minions and neutral monsters. 2 glyphs planned: 15% movement speed reduced, can walk through ally minions + neutral monsters + ally champions. 3 glyphs planned: 17.5% movement speed reduced, can walk through ally minions + neutral monsters + ally champions + enemy minions.

Before the conjurer can cast a spell he has to run around to plan and draw glyph. The reduced movement speed may alert enemy that the conjurer is up to something, however if they let the conjurer finish that something, troubles will follow.

The step of casting:

  1. Plan the location. Press the respective ability key (Q,W,E,R) will turn cursor into the glyph. Place in on location where the spell to be activated by clicking the desired location. Planning the glyph consume 30 energy. The whole glyph must be on walkable terrane. Increase in rank will increase the size of the glyph. Only ally can see the glyph plan. There is not distance limitation, but once the glyph is placed, the passive ability is activated. Same glyph can only be placed one at a time, as hitting the ability key before the completion of glyph drawing will cancel the plan.

  2. Draw the glyph. Direct conjurer to walk across certain points of the glyph. There are total 10 points to pass through for all glyphs. It is like Bard picking up chimes. The points that the conjurer need to walk pass appears as blinking light. Once the conjurer walked pass the blinking light it turn solid. When Conjurer passed the second point, the line which connects the points glows. After all the points are walked over, the glyph will light up. There is no time limit before the first point of glyph is started. But once the first point is started, the Conjurer has 8/7/6/5/5 sec to reach the next point. Fail to reach next point within time limit, the previous point become unlit, and the glyph is two steps back. Only the conjurer can see the process of the glyph drawing, but allies can see the completed glyph. Enemies cannot see the glyph until it is activated. When Glyph is completed it is no longer planned and hence the passive ability is disabled.

  3. Activate the glyph. When glyph is completed, it glows. Once the whole glyph is glowing, press the ability key again to start channelling. Glowing glyph last for 10 secs. Fail to channel within the time limit, the glyph will disappear. Starting the channelling will not extend the time duration of the glyph. All glyph has 1.5/1.5/1.5/1/1 seconds channelling time. Only stun, silent, knock up and dislocation can interrupt channelling. Damage and snares does not interrupt channelling. When channelling complete, the glyph will burst out immediate effect and has 2/3/3/4/4 second aftermath effect.

Glyph plan is almost immediate. 1 second wait time is needed before planned glyph can be cancelled. When glyph plan is cancelled, 1 second wait time is needed before glyph can be replanned. These timers cannot be reduced by CDR items runes or mastery.

6 seconds Cooldown between glyph activation and glyph replan can be reduced by CDR items, runes and mastery.

Abilities of the conjurer

Q: Infernal Burst

Immediate effect: Flame burst out from the glyph, dealing magic damage to all enemy unit on the glyph. Aftermath effect: Enemy units pass through the activated glyph is burnt, receiving magic damage per second.

W: Wall of shock

Immediate effect: A wall is erected from the glyph, knocking up all enemy units on the activating glyph. All units knocked up will then be slowed for 2-4 seconds Aftermath effect: An impassable terrine is created in the shape of the glyph. It crumbles when aftermath effect disappears.

E: Healing Fountain

Immediate Effect: Healing fountain erupted from the glyph. It restores % of max health and % of maximum mana/energy to all allied units caught in the burst. Aftermath effect: Natural healing of allied units remains in the glyph is increased and mana regeneration of allied champion in the glyph is increased. The effect diminish over time.

R: Pocket Glyph

Allow Conjurer to store a completed Rune Glyph. The Glyph is stored up to 60 seconds. Hit the corresponding ability will release the Glyph on the ground and activate at the same time upon placement. Cool Down is 60/30/20 seconds.

Strength of the conjurer is that, he can create invisible traps that cannot be destroyed, although only for a short time period. However these traps has good wave clearing capability and utility.

The Weakness of the conjurer is that, he has no immediate tricks for defence or escape. The only defence relies on items and summoner spells.

Possible role for the conjurer:

Mid Lane mage: utilizing the wave clearing power to clear minion waves at the same time he can defend ally turret by setting up utility traps.

Support: using ranged basic attack to harass enemy champions while creating traps on vital pathways.

Not suitable: Jungle. Conjurer traps only last for short period of time and take long time to complete a second cast. As sizes of the glyphs grow, not all glyphs can fit inside jungle paths. However these traps can be placed at jungle exits if enemy jungle gank is expected.

2 Comments

Arakadia1/6/2016, 6:16:00 AM1 votes

This is a really cool idea. I see you spent alot of time on it. The problem with it is walking around in a teamfight or in lane takes 2 long. In a 1v1 duel how would you set off a glyph? This is a cool idea and I would Love it but its for a different game. Try to tweak it maybe or I don't understand but it seems to hard to setup. Really sweet idea, keep em coming Im looking foward to any others.